Ok so everyone agrees that the reason for late game arty wipes is Relic trying to balance what would otherwise be hopless unbalance in the lategame infantry fights?
As several have said attempting to solve something that is broken with more broken stuff.
And that the only way to really fix this is to fix the two most broken factions OKW and SOV. We good on that point?
There are earlier threads on B-4 and I think also on mortars, the B-4 thread have a couple of good tips on how it is countered without Stukastrike, courtesy of yours truly. Otherwise it is easy to do a new thread on mortar balance.
Thats why they should introduce a damage cap on aoe damage profiles like they did in Warcraft 3.
In Warcraft 3, the total AOE damage possible by a single source is capped at a certain number.
What I'm suggesting is that AOE damage should be capped per SQUAD.
Example : A Conscript has 6 models of 80 hp each, making it 480 hp. But if the models are clumped, a single 80 damage grenade will wipe it. Lets say we cap the grenade damage to 300. Even if the models are very close, at least 2 would survive. Or maybe 3 would survive with less hp on each model. Calculation can vary, but you get the idea.
If it was a grenadier squad, with effective health of 320, would probably leave a single model with 20 hp by the 80 damage grenade.
Of course this is capped by squad, so if a single shell/grenade hits multiple squads it should deal damage to both squads without being capped.
It might take a step back from realism but with appropriate numbers it shouldn't be that bad, and make the game less prone to RNG-induced stress without touching the anti-blobbing power of AOE weaponry.